forked from endernon/PGRData
863 lines
No EOL
28 KiB
Lua
863 lines
No EOL
28 KiB
Lua
local pairs = pairs
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local table = table
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local tableInsert = table.insert
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local tableSort = table.sort
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XRewardManager = XRewardManager or {}
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local XRewardType = {
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Item = 1,
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Character = 2,
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Equip = 3,
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Fashion = 4,
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BaseEquip = 5,
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Furniture = 9,
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HeadPortrait = 10,
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DormCharacter = 11,
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ChatEmoji = 12,
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WeaponFashion = 13,
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Collection = 14,
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Background = 15,
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Pokemon = 16,
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Partner = 17,
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Nameplate = 18,
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RankScore = 20,
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Medal = 21, --勋章
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DrawTicket = 22,--免费抽奖券
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GuildGoods = 23, --公会道具
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DlcHuntChip = 24, --dlcHunt芯片
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ItemCollection = 25, --道具收藏
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}
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--local HeadPortraitQuality = CS.XGame.Config:GetInt("HeadPortraitQuality")
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local TABLE_REWARD_PATH = "Share/Reward/Reward.tab"
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local TABLE_REWARD_GOODS_PATH = "Share/Reward/RewardGoods.tab"
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--local RewardTemplates = {}
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local RewardSubIds = {}
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local RewardGoodsTable = {}
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local Arrange2RewardType = {
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[XArrangeConfigs.Types.Item] = XRewardType.Item,
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[XArrangeConfigs.Types.Character] = XRewardType.Character,
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[XArrangeConfigs.Types.Weapon] = XRewardType.Equip,
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[XArrangeConfigs.Types.Wafer] = XRewardType.Equip,
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[XArrangeConfigs.Types.Fashion] = XRewardType.Fashion,
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[XArrangeConfigs.Types.BaseEquip] = XRewardType.BaseEquip,
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[XArrangeConfigs.Types.Furniture] = XRewardType.Furniture,
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[XArrangeConfigs.Types.HeadPortrait] = XRewardType.HeadPortrait,
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[XArrangeConfigs.Types.DormCharacter] = XRewardType.DormCharacter,
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[XArrangeConfigs.Types.ChatEmoji] = XRewardType.ChatEmoji,
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[XArrangeConfigs.Types.WeaponFashion] = XRewardType.WeaponFashion,
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[XArrangeConfigs.Types.Collection] = XRewardType.Collection,
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[XArrangeConfigs.Types.Background] = XRewardType.Background,
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[XArrangeConfigs.Types.Pokemon] = XRewardType.Pokemon,
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[XArrangeConfigs.Types.Partner] = XRewardType.Partner,
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[XArrangeConfigs.Types.Nameplate] = XRewardType.Nameplate,
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[XArrangeConfigs.Types.RankScore] = XRewardType.RankScore,
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[XArrangeConfigs.Types.Medal] = XRewardType.Medal,
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[XArrangeConfigs.Types.DrawTicket] = XRewardType.DrawTicket,
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[XArrangeConfigs.Types.GuildGoods] = XRewardType.GuildGoods,
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[XArrangeConfigs.Types.DlcHuntChip] = XRewardType.DlcHuntChip,
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[XArrangeConfigs.Types.ItemCollection] = XRewardType.ItemCollection,
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}
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local CreateGoodsFunc = {
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[XRewardType.Item] = function(templateId, count)
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return {
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RewardType = XRewardType.Item,
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TemplateId = templateId,
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Count = count and count or 1
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}
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end,
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[XRewardType.Character] = function(templateId, count, args)
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local template = XCharacterConfigs.GetCharacterBorderTemplate(templateId)
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if not template then
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local path = XCharacterConfigs.GetCharacterElementPath()
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XLog.ErrorTableDataNotFound("CreateGoodsFunc", "template", path, "templateId", tostring(templateId))
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return
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end
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local len = #args
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local level, quality, grade = template.MinLevel, template.MinQuality, template.MinGrade
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if len > 0 and args[1] > 0 then
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level = args[1]
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if level > template.MaxLevel or level < template.MinLevel then
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XLog.Error("XRewardManager CreateRewardCharacter 函数错误: level超出范围, id is ", templateId, " level is ",
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level, " 最小 level is ", template.MinLeXvel, " 最大 level is ", template.MaxLeXvel)
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return
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end
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end
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if len > 1 and args[2] > 0 then
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quality = args[2]
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if quality > template.MaxQuality or quality < template.MinQuality then
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XLog.Error("XRewardManager CreateRewardCharacter 函数错误: quality 超出范围, id is ", templateId, " quality is ",
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quality, " 最小 quality is ", template.MinQuality, " 最大 quality is ", template.MaxQuality)
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return
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end
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end
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if len > 2 and args[3] > 0 then
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grade = args[3]
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if grade > template.MaxGrade or grade < template.MinGrade then
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XLog.Error("XRewardManager CreateRewardCharacter 函数错误: grade 超出范围, id is ", templateId, " grade is ",
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grade, " 最小 grade is ", template.MinGrade, " 最大 grade is ", template.MaxGrade)
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return
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end
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end
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return {
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RewardType = XRewardType.Character,
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TemplateId = templateId,
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Count = count and count or 1,
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Level = level,
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Quality = quality,
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Grade = grade
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}
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end,
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[XRewardType.Equip] = function(templateId, count, args)
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local len = args and #args or 0
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local level, breakthrough
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local borderCfg = XEquipConfig.GetEquipBorderCfg(templateId)
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if borderCfg == nil then
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return
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end
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if len > 0 and args[1] then
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level = args[1]
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if level > borderCfg.MaxLevel or level < borderCfg.MinLevel then
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XLog.Error("XRewardManager CreateRewardEquip 函数错误: level 超出范围, id is ", templateId, "level is ", level,
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" 最小 level is ", borderCfg.MinLevel, " 最大 level is ", borderCfg.MaxLevel)
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return
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end
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else
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level = borderCfg.MinLevel
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end
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if len > 2 and args[3] > 0 then
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breakthrough = args[3]
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if breakthrough > borderCfg.MaxBreakthrough or breakthrough < borderCfg.MinBreakthrough then
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XLog.Error("XRewardManager CreateRewardEquip 函数错误: breakthrough 超出范围, id is ", templateId, " breakthrough is ", breakthrough,
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" 最小 breakthrough is ", borderCfg.MinBreakthrough, " 最大 breakthrough is ", borderCfg.MaxBreakthrough)
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return
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end
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else
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breakthrough = borderCfg.MinBreakthrough
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end
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return {
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RewardType = XRewardType.Equip,
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TemplateId = templateId,
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Count = count and count or 1,
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Level = level,
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Breakthrough = breakthrough
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}
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end,
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[XRewardType.Fashion] = function(templateId, count)
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return {
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RewardType = XRewardType.Fashion,
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TemplateId = templateId,
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Count = count and count or 1
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}
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end,
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[XRewardType.BaseEquip] = function(templateId, count)
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return {
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RewardType = XRewardType.BaseEquip,
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TemplateId = templateId,
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Count = count and count or 1
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}
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end,
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[XRewardType.Furniture] = function(templateId, count)
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local quality = XDataCenter.FurnitureManager.GetRewardFurnitureQuality(templateId)
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return {
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XRewardType = XRewardType.Furniture,
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TemplateId = templateId,
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Count = count and count or 1,
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Quality = quality,
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}
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end,
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[XRewardType.HeadPortrait] = function(templateId, count)
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return {
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RewardType = XRewardType.HeadPortrait,
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TemplateId = templateId,
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Count = count and count or 1,
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}
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end,
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[XRewardType.DormCharacter] = function(templateId, count)
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return {
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RewardType = XRewardType.DormCharacter,
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TemplateId = templateId,
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Count = count and count or 1,
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}
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end,
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[XRewardType.ChatEmoji] = function(templateId, count)
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return {
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RewardType = XRewardType.ChatEmoji,
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TemplateId = templateId,
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Count = count and count or 1,
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}
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end,
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[XRewardType.WeaponFashion] = function(templateId, count)
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return {
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RewardType = XRewardType.WeaponFashion,
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TemplateId = templateId,
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Count = count and count or 1
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}
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end,
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[XRewardType.Collection] = function(templateId, count)
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return {
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RewardType = XRewardType.Collection,
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TemplateId = templateId,
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Count = count and count or 1
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}
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end,
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[XRewardType.Background] = function(templateId, count)
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return {
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RewardType = XRewardType.Collection,
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TemplateId = templateId,
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Count = count and count or 1
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}
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end,
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[XRewardType.Pokemon] = function(templateId, count)
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return {
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RewardType = XRewardType.Pokemon,
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TemplateId = templateId,
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Count = count and count or 1
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}
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end,
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[XRewardType.Partner] = function(templateId, count)
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return {
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RewardType = XRewardType.Partner,
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TemplateId = templateId,
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Count = count and count or 1
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}
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end,
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[XRewardType.Nameplate] = function(templateId, count)
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return {
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RewardType = XRewardType.Nameplate,
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TemplateId = templateId,
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Count = count and count or 1
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}
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end,
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[XRewardType.RankScore] = function(templateId, count)
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return {
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RewardType = XRewardType.RankScore,
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TemplateId = templateId,
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Count = count and count or 1
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}
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end,
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[XRewardType.Medal] = function(templateId, count, params)
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return {
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RewardType = XRewardType.Medal,
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TemplateId = params[1],
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Count = count and count or 1,
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}
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end,
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[XRewardType.DrawTicket] = function(templateId, count)
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return {
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RewardType = XRewardType.DrawTicket,
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TemplateId = templateId,
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Count = count and count or 1,
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}
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end,
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[XRewardType.DlcHuntChip] = function(templateId, count)
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return {
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RewardType = XRewardType.DlcHuntChip,
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TemplateId = templateId,
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Count = count and count or 1,
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}
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end,
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[XRewardType.ItemCollection] = function(templateId, count)
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return {
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RewardType = XRewardType.ItemCollection,
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TemplateId = templateId,
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Count = count and count or 1,
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}
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end
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}
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local CloneRewardGoods = function(rewardGoods)
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return {
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RewardType = rewardGoods.RewardType,
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TemplateId = rewardGoods.TemplateId,
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Count = rewardGoods.Count,
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Level = rewardGoods.Level,
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Quality = rewardGoods.Quality,
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Grade = rewardGoods.Grade,
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Star = rewardGoods.Star,
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ConvertFrom = rewardGoods.ConvertFrom,
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Breakthrough = rewardGoods.Breakthrough
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}
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end
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local CreateRewardGoods = function(templateId, count, args)
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local idType = XArrangeConfigs.GetType(templateId)
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local rewardType = Arrange2RewardType[idType]
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if not rewardType then
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XLog.Error("XRewardManager.CreateRewardGoodsByTemplate error: reward type not support, templateId is " .. templateId)
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return
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end
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return CreateGoodsFunc[rewardType](templateId, count, args)
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end
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local CreateRewardGoodsByTemplate = function(tab)
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return CreateRewardGoods(tab.TemplateId, tab.Count, tab.Params)
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end
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--==============================--
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--desc: 通用角色奖励排序
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--==============================--
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local SortCharacters = function(a, b)
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local tmpId1 = a.TemplateId and a.TemplateId or a.Id
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local tmpId2 = b.TemplateId and b.TemplateId or b.Id
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local quality1 = a.Quality and a.Quality or XCharacterConfigs.GetCharMinQuality(tmpId1)
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local quality2 = b.Quality and b.Quality or XCharacterConfigs.GetCharMinQuality(tmpId2)
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if quality1 ~= quality2 then
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return quality1 > quality2
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end
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local priority1 = XCharacterConfigs.GetCharacterPriority(tmpId1)
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local priority2 = XCharacterConfigs.GetCharacterPriority(tmpId2)
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if priority1 ~= priority2 then
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return priority1 > priority2
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end
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return tmpId1 > tmpId2
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end
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--==============================--
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--desc: 通用时装奖励排序
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--==============================--
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local SortFashions = function(a, b)
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local tmpId1 = a.TemplateId and a.TemplateId or a.Id
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local tmpId2 = b.TemplateId and b.TemplateId or b.Id
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local quality1 = XDataCenter.FashionManager.GetFashionQuality(tmpId1)
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local quality2 = XDataCenter.FashionManager.GetFashionQuality(tmpId2)
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if quality1 ~= quality2 then
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return quality1 > quality2
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end
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local priority1 = XDataCenter.FashionManager.GetFashionPriority(tmpId1)
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local priority2 = XDataCenter.FashionManager.GetFashionPriority(tmpId2)
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if priority1 ~= priority2 then
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return priority1 > priority2
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end
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return tmpId1 > tmpId2
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end
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--==============================--
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--desc: 通用装备奖励排序
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--==============================--
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local SortEquips = function(a, b)
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local tmpId1 = a.TemplateId
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local tmpId2 = b.TemplateId
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local quality1 = XDataCenter.EquipManager.GetEquipQuality(tmpId1)
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local quality2 = XDataCenter.EquipManager.GetEquipQuality(tmpId2)
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if quality1 ~= quality2 then
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return quality1 > quality2
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end
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if a.Star ~= b.Star then
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return a.Star > b.Star
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end
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if a.Level ~= b.Level then
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return a.Level > b.Level
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end
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local priority1 = XDataCenter.EquipManager.GetEquipPriority(tmpId1)
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local priority2 = XDataCenter.EquipManager.GetEquipPriority(tmpId2)
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if priority1 ~= priority2 then
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return priority1 > priority2
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end
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return tmpId1 > tmpId2
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end
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--==============================--
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--desc: 通用基地装备奖励排序
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--==============================--
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local SortBaseEquips = function(a, b)
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-- 等级 > 品质
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local tmpId1 = a.TemplateId
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local tmpId2 = b.TemplateId
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local template1 = XDataCenter.BaseEquipManager.GetBaseEquipTemplate(tmpId1)
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local template2 = XDataCenter.BaseEquipManager.GetBaseEquipTemplate(tmpId2)
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if template1.Level ~= template2.Level then
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return template1.Level > template2.Level
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end
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if template1.Quality ~= template2.Quality then
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return template1.Quality > template2.Quality
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end
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if template1.Priority ~= template2.Priority then
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return template1.Priority > template2.Priority
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end
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return tmpId1 > tmpId2
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end
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--==============================--
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--desc: 通用家具奖励排序
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--==============================--
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local SortFurnitures = function(a, b)
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return a.TemplateId < b.TemplateId
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end
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--==============================--
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--desc: 通用道具奖励排序
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--==============================--
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local SortItems = function(a, b)
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local tmpId1 = a.TemplateId and a.TemplateId or a.Id
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local tmpId2 = b.TemplateId and b.TemplateId or b.Id
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local quality1 = XDataCenter.ItemManager.GetItemQuality(tmpId1)
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local quality2 = XDataCenter.ItemManager.GetItemQuality(tmpId2)
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if quality1 ~= quality2 then
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return quality1 > quality2
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end
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local priority1 = XDataCenter.ItemManager.GetItemPriority(tmpId1)
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local priority2 = XDataCenter.ItemManager.GetItemPriority(tmpId2)
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if priority1 ~= priority2 then
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return priority1 > priority2
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end
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return tmpId1 > tmpId2
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end
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--==============================--
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--desc: 通用头像奖励排序
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--==============================--
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local SortHeadPortraits = function(a, b)
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return a.TemplateId > b.TemplateId
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end
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local SortDormCharacter = function(a, b)
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return a.TemplateId > b.TemplateId
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end
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local SortChatEmoji = function(a, b)
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return a.TemplateId > b.TemplateId
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end
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local SortWeaponFashions = function(a, b)
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local tmpId1 = a.TemplateId and a.TemplateId or a.Id
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local tmpId2 = b.TemplateId and b.TemplateId or b.Id
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local quality1 = XDataCenter.WeaponFashionManager.GetFashionQuality(tmpId1)
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local quality2 = XDataCenter.WeaponFashionManager.GetFashionQuality(tmpId2)
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if quality1 ~= quality2 then
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return quality1 > quality2
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end
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local priority1 = XDataCenter.WeaponFashionManager.GetFashionPriority(tmpId1)
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local priority2 = XDataCenter.WeaponFashionManager.GetFashionPriority(tmpId2)
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if priority1 ~= priority2 then
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return priority1 > priority2
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end
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return tmpId1 > tmpId2
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end
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local SortCollection = function(a, b)
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local priority1 = XMedalConfigs.GetCollectionPriorityById(a.TemplateId)
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local priority2 = XMedalConfigs.GetCollectionPriorityById(b.TemplateId)
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if priority1 ~= priority2 then
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return priority1 > priority2
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end
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return a.TemplateId > b.TemplateId
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end
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local SortBackground = function(a, b)
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local priority1 = XPhotographConfigs.GetBackgroundPriorityById(a.TemplateId)
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local priority2 = XPhotographConfigs.GetBackgroundPriorityById(b.TemplateId)
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if priority1 ~= priority2 then
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return priority1 > priority2
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end
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return a.TemplateId > b.TemplateId
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end
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local SortPartner = function(a, b)
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local priority1 = XPartnerConfigs.GetPartnerTemplateQuality(a.TemplateId)
|
|
local priority2 = XPartnerConfigs.GetPartnerTemplateQuality(b.TemplateId)
|
|
|
|
if priority1 ~= priority2 then
|
|
return priority1 > priority2
|
|
end
|
|
return a.TemplateId > b.TemplateId
|
|
end
|
|
|
|
local SortNameplate = function(a, b)
|
|
local priority1 = XMedalConfigs.GetNameplateQuality(a.TemplateId)
|
|
local priority2 = XMedalConfigs.GetNameplateQuality(b.TemplateId)
|
|
|
|
if priority1 ~= priority2 then
|
|
return priority1 > priority2
|
|
end
|
|
return a.TemplateId > b.TemplateId
|
|
end
|
|
|
|
local SortRankScore = function(a, b)
|
|
local priority1 = XFubenSpecialTrainConfig.GetRankScoreGoodQuality(a.TemplateId)
|
|
local priority2 = XFubenSpecialTrainConfig.GetRankScoreGoodQuality(b.TemplateId)
|
|
|
|
if priority1 ~= priority2 then
|
|
return priority1 > priority2
|
|
end
|
|
return a.TemplateId > b.TemplateId
|
|
end
|
|
|
|
local SortDlcHuntChip = function(a, b)
|
|
return XDlcHuntChipConfigs.GetChipPriority(a.TemplateId) > XDlcHuntChipConfigs.GetChipPriority(b.TemplateId)
|
|
end
|
|
|
|
local SortItemCollect = function(a, b)
|
|
local templateA = XItemConfigs.GetItemCollectTemplate(a.TemplateId)
|
|
local templateB = XItemConfigs.GetItemCollectTemplate(b.TemplateId)
|
|
|
|
if templateA.Quality ~= templateB.Quality then
|
|
return templateA.Quality > templateB.Quality
|
|
end
|
|
|
|
return a.TemplateId > b.TemplateId
|
|
end
|
|
|
|
local SortRewardTypePrioriy = {
|
|
[XRewardType.Item] = 1,
|
|
[XRewardType.Character] = 4,
|
|
[XRewardType.Equip] = 2,
|
|
[XRewardType.Fashion] = 3,
|
|
[XRewardType.BaseEquip] = 5,
|
|
[XRewardType.Furniture] = 9,
|
|
[XRewardType.HeadPortrait] = 10,
|
|
[XRewardType.DormCharacter] = 11,
|
|
[XRewardType.ChatEmoji] = 12,
|
|
[XRewardType.Collection] = 14,
|
|
[XRewardType.Partner] = 15,
|
|
[XRewardType.Nameplate] = 16,
|
|
[XRewardType.Background] = 17,
|
|
[XRewardType.RankScore] = 18,
|
|
[XRewardType.DlcHuntChip] = 19,
|
|
[XRewardType.ItemCollection] = 20,
|
|
}
|
|
|
|
local SortFunc = {
|
|
[XRewardType.Item] = SortItems,
|
|
[XRewardType.Character] = SortCharacters,
|
|
[XRewardType.Equip] = SortEquips,
|
|
[XRewardType.Fashion] = SortFashions,
|
|
[XRewardType.BaseEquip] = SortBaseEquips,
|
|
[XRewardType.Furniture] = SortFurnitures,
|
|
[XRewardType.HeadPortrait] = SortHeadPortraits,
|
|
[XRewardType.DormCharacter] = SortDormCharacter,
|
|
[XRewardType.ChatEmoji] = SortChatEmoji,
|
|
[XRewardType.WeaponFashion] = SortWeaponFashions,
|
|
[XRewardType.Collection] = SortCollection,
|
|
[XRewardType.Background] = SortBackground,
|
|
[XRewardType.Partner] = SortPartner,
|
|
[XRewardType.Nameplate] = SortNameplate,
|
|
[XRewardType.RankScore] = SortRankScore,
|
|
[XRewardType.DlcHuntChip] = SortDlcHuntChip,
|
|
[XRewardType.ItemCollection] = SortItemCollect,
|
|
}
|
|
|
|
local RewardsFilter = {
|
|
[XRewardType.Pokemon] = 16
|
|
}
|
|
--==============================--
|
|
--desc: 奖励过滤
|
|
--@rewardGoodsList: 奖励列表
|
|
--@return 过滤后列表
|
|
--==============================--
|
|
local function FilterRewardsGoodsList(rewardGoodsList)
|
|
local rewardList = {}
|
|
for k, v in pairs(rewardGoodsList) do
|
|
if not RewardsFilter[v.RewardType] then
|
|
tableInsert(rewardList, v)
|
|
end
|
|
end
|
|
|
|
return rewardList
|
|
end
|
|
|
|
--==============================--
|
|
--desc: 奖励排序
|
|
--@rewardGoodsList: 奖励列表
|
|
--@return 排序后列表
|
|
--==============================--
|
|
local function SortRewardGoodsList(rewardGoodsList)
|
|
if not rewardGoodsList then
|
|
XLog.Warning("XRewardManager.SortRewardGoodsList: rewardGoodsList is nil")
|
|
return
|
|
end
|
|
|
|
tableSort(rewardGoodsList, function(a, b)
|
|
local rewardType1, rewardType2 = a.RewardType, b.RewardType
|
|
|
|
if rewardType1 ~= rewardType2 then
|
|
return SortRewardTypePrioriy[rewardType1] > SortRewardTypePrioriy[rewardType2]
|
|
end
|
|
|
|
local sort = SortFunc[rewardType1]
|
|
if sort then
|
|
return sort(a, b)
|
|
end
|
|
return a.TemplateId > b.TemplateId
|
|
end)
|
|
|
|
return rewardGoodsList
|
|
end
|
|
|
|
--==============================--
|
|
--desc: 合并相同奖励
|
|
--@rewardGoodsList: 奖励列表
|
|
--@return 合并列表
|
|
--==============================--
|
|
local function MergeRewardGoodsList(rewardGoodsList)
|
|
if not rewardGoodsList then
|
|
XLog.Warning("XRewardManager.MergeRewardGoodsList: rewardGoodsList is nil")
|
|
return
|
|
end
|
|
|
|
local mergeList = {}
|
|
local mergeDict = {}
|
|
|
|
for _, goods in pairs(rewardGoodsList) do
|
|
if goods.RewardType == XRewardType.Character or
|
|
goods.RewardType == XRewardType.Equip then
|
|
tableInsert(mergeList, goods)
|
|
else
|
|
local oldGoods = mergeDict[goods.TemplateId]
|
|
|
|
if oldGoods then
|
|
mergeDict[goods.TemplateId].Count = mergeDict[goods.TemplateId].Count + goods.Count
|
|
else
|
|
mergeDict[goods.TemplateId] = CloneRewardGoods(goods)
|
|
end
|
|
end
|
|
end
|
|
|
|
for _, goods in pairs(mergeDict) do
|
|
tableInsert(mergeList, goods)
|
|
end
|
|
|
|
return mergeList
|
|
end
|
|
|
|
--==============================--
|
|
--desc: 奖励合并排序
|
|
--@rewardGoodsList: 奖励列表
|
|
--@return 处理完列表
|
|
--==============================--
|
|
local function MergeAndSortRewardGoodsList(rewardGoodsList)
|
|
if not rewardGoodsList then
|
|
XLog.Warning("XRewardManager.MergeAndSortRewardGoodsList: rewardGoodsList is nil")
|
|
return
|
|
end
|
|
|
|
return SortRewardGoodsList(MergeRewardGoodsList(rewardGoodsList))
|
|
end
|
|
|
|
|
|
|
|
function XRewardManager.Init()
|
|
local rewardTable = XTableManager.ReadAllByIntKey(TABLE_REWARD_PATH, XTable.XTableReward, "Id")
|
|
RewardGoodsTable = XTableManager.ReadAllByIntKey(TABLE_REWARD_GOODS_PATH, XTable.XTableRewardGoods, "Id")
|
|
|
|
for k, v in pairs(rewardTable) do
|
|
RewardSubIds[k] = v.SubIds
|
|
end
|
|
|
|
--RewardTemplates = XReadOnlyTable.Create(RewardTemplates)
|
|
--RewardSubIds = XReadOnlyTable.Create(RewardSubIds)
|
|
end
|
|
|
|
function XRewardManager.GetRewardSubId(id, index)
|
|
local rewardSubIds = RewardSubIds[id]
|
|
if not rewardSubIds then
|
|
XLog.Error("XRewardManager.GetRewardSubId error: can not found SubIds, id is " .. id)
|
|
return
|
|
end
|
|
|
|
return rewardSubIds[index]
|
|
end
|
|
|
|
|
|
function XRewardManager.GetRewardList(id)
|
|
local subids = RewardSubIds[id]
|
|
if not subids then
|
|
return
|
|
end
|
|
|
|
local list = {}
|
|
for _, id in pairs(subids) do
|
|
local tab = RewardGoodsTable[id]
|
|
if not tab then
|
|
XLog.Error("XRewardManager.Init error: can not found reward, id = " .. id)
|
|
return
|
|
end
|
|
tableInsert(list, XRewardManager.CreateRewardGoodsByTemplate(tab))
|
|
end
|
|
|
|
if not list then
|
|
XLog.Error("XRewardManager.GetRewardList error: can not found reward, id is " .. id)
|
|
return
|
|
end
|
|
|
|
return list
|
|
end
|
|
|
|
function XRewardManager.GetRewardGoodsCfgById(id)
|
|
return RewardGoodsTable[id]
|
|
end
|
|
|
|
function XRewardManager.GetRewardListNotCount(id)
|
|
local rewardList = XRewardManager.GetRewardList(id)
|
|
local rewardNotCountList = {}
|
|
if not rewardList then
|
|
XLog.Error("XRewardManager.GetRewardList error: can not found reward, id is " .. id)
|
|
return
|
|
end
|
|
|
|
for _, Val in pairs(rewardList) do
|
|
local tmpList = {}
|
|
for k, v in pairs(Val) do
|
|
if k ~= "Count" then
|
|
tmpList[k] = v
|
|
end
|
|
end
|
|
table.insert(rewardNotCountList, tmpList)
|
|
end
|
|
return rewardNotCountList
|
|
end
|
|
|
|
function XRewardManager.CheckRewardOwn(rewardType, templateId)
|
|
local isHave = false
|
|
local ownRewardIsLimitTime = false --拥有的是否限时
|
|
local rewardIsLimitTime = false
|
|
local leftTime = 0
|
|
if not rewardType or not templateId then return isHave, ownRewardIsLimitTime, rewardIsLimitTime, leftTime end
|
|
|
|
if XRewardManager.IsRewardFashion(rewardType, templateId) then
|
|
isHave = true
|
|
elseif XRewardManager.IsRewardWeaponFashion(rewardType, templateId) then
|
|
local weaponFashionId = XDataCenter.ItemManager.GetWeaponFashionId(templateId)
|
|
local ownWeaponFashion = XDataCenter.WeaponFashionManager.GetWeaponFashion(weaponFashionId)
|
|
if ownWeaponFashion then
|
|
isHave = XDataCenter.WeaponFashionManager.CheckHasFashion(weaponFashionId)
|
|
ownRewardIsLimitTime = ownWeaponFashion:IsTimeLimit()
|
|
rewardIsLimitTime = XDataCenter.ItemManager.IsWeaponFashionTimeLimit(templateId)
|
|
leftTime = ownWeaponFashion:GetLeftTime()
|
|
end
|
|
elseif XRewardManager.IsRewardHeadPortrait(rewardType, templateId) then
|
|
isHave = true
|
|
elseif XRewardManager.IsRewardDormCharacter(rewardType, templateId) then
|
|
isHave = true
|
|
elseif XRewardManager.IsRewardBackground(rewardType, templateId) then
|
|
isHave = true
|
|
elseif XRewardManager.IsRewardCharacter(rewardType, templateId) then
|
|
isHave = true
|
|
-- elseif XRewardManager.IsRewardEquip(rewardType, templateId) then -- 取消装备已拥有显示限制
|
|
-- isHave = true
|
|
end
|
|
return isHave, ownRewardIsLimitTime, rewardIsLimitTime, leftTime
|
|
end
|
|
|
|
-- 只要list有任意一个满足即返回true
|
|
function XRewardManager.CheckRewardGoodsListIsOwn(rewardGoodsList)
|
|
if not rewardGoodsList then return false end
|
|
local isHave = false
|
|
local ownRewardIsLimitTime = false
|
|
local rewardIsLimitTime = false
|
|
local leftTime = 0
|
|
|
|
for k, v in pairs(rewardGoodsList) do
|
|
isHave, ownRewardIsLimitTime, rewardIsLimitTime, leftTime = XRewardManager.CheckRewardOwn(v.RewardType, v.TemplateId)
|
|
if isHave then
|
|
return isHave, ownRewardIsLimitTime, rewardIsLimitTime, leftTime
|
|
end
|
|
end
|
|
return isHave, ownRewardIsLimitTime, rewardIsLimitTime, leftTime
|
|
end
|
|
|
|
-- 全部满足拥有且不是限时的才会返回true
|
|
function XRewardManager.CheckRewardGoodsListIsOwnWithAll(rewardGoodsList)
|
|
local isHave = false
|
|
local ownRewardIsLimitTime = false
|
|
for k, v in pairs(rewardGoodsList) do
|
|
isHave, ownRewardIsLimitTime = XRewardManager.CheckRewardOwn(v.RewardType, v.TemplateId)
|
|
if not isHave or ownRewardIsLimitTime then
|
|
return false
|
|
end
|
|
end
|
|
return true
|
|
end
|
|
|
|
function XRewardManager.IsRewardWeaponFashion(rewardType, templateId) -- 是否拥有武器涂装
|
|
return (rewardType == XRewardManager.XRewardType.Item or rewardType == XRewardManager.XRewardType.WeaponFashion) and XDataCenter.ItemManager.IsWeaponFashion(templateId)
|
|
end
|
|
|
|
function XRewardManager.IsRewardFashion(rewardType, templateId) -- 是否拥有涂装
|
|
return (rewardType == XRewardManager.XRewardType.Fashion and XDataCenter.FashionManager.CheckHasFashion(templateId))
|
|
or (rewardType == XRewardManager.XRewardType.Character and XDataCenter.CharacterManager.IsOwnCharacter(templateId))
|
|
end
|
|
|
|
function XRewardManager.IsRewardHeadPortrait(rewardType, templateId) -- 是否拥有头像
|
|
return (rewardType == XRewardManager.XRewardType.HeadPortrait and XDataCenter.HeadPortraitManager.IsHeadPortraitValid(templateId))
|
|
end
|
|
|
|
function XRewardManager.IsRewardDormCharacter(rewardType, templateId) -- 是否拥有宿舍小人
|
|
return (rewardType == XRewardManager.XRewardType.DormCharacter and XDataCenter.DormManager.CheckHaveDormCharacterByRewardId(templateId))
|
|
end
|
|
|
|
function XRewardManager.IsRewardBackground(rewardType, templateId) -- 是否拥有界面场景
|
|
return (rewardType == XRewardManager.XRewardType.Background and XDataCenter.PhotographManager.CheckSceneIsHaveById(templateId))
|
|
end
|
|
|
|
function XRewardManager.IsRewardCharacter(rewardType, templateId) -- 是否拥有角色
|
|
return (rewardType == XRewardManager.XRewardType.Character and XDataCenter.CharacterManager.IsOwnCharacter(templateId))
|
|
end
|
|
|
|
function XRewardManager.IsRewardEquip(rewardType, templateId) -- 是否拥有武器
|
|
return (rewardType == XRewardManager.XRewardType.Equip and XDataCenter.EquipManager.GetFirstEquip(templateId))
|
|
end
|
|
|
|
XRewardManager.XRewardType = XRewardType
|
|
XRewardManager.CreateRewardGoodsByTemplate = CreateRewardGoodsByTemplate
|
|
XRewardManager.CreateRewardGoods = CreateRewardGoods
|
|
XRewardManager.SortRewardGoodsList = SortRewardGoodsList
|
|
XRewardManager.MergeAndSortRewardGoodsList = MergeAndSortRewardGoodsList
|
|
XRewardManager.FilterRewardGoodsList = FilterRewardsGoodsList |